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steam punk steam mechs
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<blockquote data-quote="Blacksad" data-source="post: 1031480" data-attributes="member: 1359"><p>First, I would suggest that you do not use Mecha Crusade.</p><p></p><p>Second in Mecha Compendium you can find Cities&Empire a steam punk setting with steam powered armor, though to fully use the book you need d20 Mecha, which won't be out till august (and that is if there is no additional delay).</p><p></p><p>So now, some advice:</p><p></p><p>If you plan to use the mech mostly against each other or other steam powered monstrosity, I would suggest using altered ship rules. Some of those rule allow for quick and fast combat, with creation cost of the vehicles, or the possibility to add template, etc...</p><p></p><p>If you want your mech to interact with normal creatures, and possibly have character with or without mech, it's gonna be a bit more difficult <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>I think fixed stats is the way to go, not due to the Str 34 Barbarian, but due to the now 16 Str Wizard who can't do a lot against the hardness of the mech, from a physical point of vue, or due to reduced spell (because of scale, arcane spell failure, etc...).</p><p></p><p>If you make your mech working like most vehicle, you can balance their use by replacing Bab by a skill available to classes who suffer the most from using mech (rogue due to armor/size penalties, wizards/sorcerer who get little benefice, etc...), or only to one classe who might have two role in the group as mech pilot and scout, in a way that ensure that its abilities can't be used together.</p><p></p><p>If you prefer the version which follow easily every move of the pilot, consider using an ECL on the pilot (using the ECL of a monster with the stats of the mech) and the Xp rules from the forgoten realms (basically for an encounterof of a given EL, you calculate the Xp for each character, as if the group was of the same level as this character, then you divide by the number of characters in the group).</p></blockquote><p></p>
[QUOTE="Blacksad, post: 1031480, member: 1359"] First, I would suggest that you do not use Mecha Crusade. Second in Mecha Compendium you can find Cities&Empire a steam punk setting with steam powered armor, though to fully use the book you need d20 Mecha, which won't be out till august (and that is if there is no additional delay). So now, some advice: If you plan to use the mech mostly against each other or other steam powered monstrosity, I would suggest using altered ship rules. Some of those rule allow for quick and fast combat, with creation cost of the vehicles, or the possibility to add template, etc... If you want your mech to interact with normal creatures, and possibly have character with or without mech, it's gonna be a bit more difficult :D I think fixed stats is the way to go, not due to the Str 34 Barbarian, but due to the now 16 Str Wizard who can't do a lot against the hardness of the mech, from a physical point of vue, or due to reduced spell (because of scale, arcane spell failure, etc...). If you make your mech working like most vehicle, you can balance their use by replacing Bab by a skill available to classes who suffer the most from using mech (rogue due to armor/size penalties, wizards/sorcerer who get little benefice, etc...), or only to one classe who might have two role in the group as mech pilot and scout, in a way that ensure that its abilities can't be used together. If you prefer the version which follow easily every move of the pilot, consider using an ECL on the pilot (using the ECL of a monster with the stats of the mech) and the Xp rules from the forgoten realms (basically for an encounterof of a given EL, you calculate the Xp for each character, as if the group was of the same level as this character, then you divide by the number of characters in the group). [/QUOTE]
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